Double Fine's unique prototyping process puts itself to the vote

We've written about Double Fine's "Amnesia Fortnight" process several times now, but in summary, it goes something like this:

Every year, developers at the studio stop working on their current projects, split into four teams, and spend two weeks prototyping new games. The results are threefold: Double Fine experiments with new gameplay ideas, tests potential new project leads, and has playable prototypes to pitch with.

At first the process was mostly a creative exercise, but when a sequel to its ambitious Brutal Legend was unexpectedly canceled three years ago, those prototypes ended up saving the company, and transforming Double Fine into an independent studio capable of cranking out quick, original games that could be funded just fine on their own, thank you very much.

Now, in what is rapidly becoming the new norm for independent game projects, Double Fine is involving its fans in the Amnesia Fortnight development process. The new version works much the same as before -- the projects are still small, the ideas still fresh -- but this time around, the decision-making for which projects get greenlit and which get shelved are open up to a public vote. Oh, and the whole thing is raising money for charity, too.